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W L O c o M P u m G , m .

E H T E R T A I H M E H J S 0 E 1 W A H E
PMN-380-DS1
rwtl Of Down'
Published by
New World Computing) Inc.
Developed by
DreomForge .. Intertoinment
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o Deen 51
1m c SpeNs H
Introduction
Beginning QUickl"
Check the contents of your game box. 1 should contoln tt'us
rule book, a CO-ROM, and on Installotion cord. The rule book
explains how to ploy Anvil of Down. I also contoins infor
mation on the world of eOQe5 .ts many monsters, how
to select one of five Player Characters, as well as a '1St of
spells and their effects. To ploy Anvil of Down, instoll your
CO-ROM according to the Instructions on the Installation
cord.
An opening cinematic mtroduces the game old sets the
stage for the plot to come. At the end of the Cinematic, you
may pick the Player Chorocter of your choice. Five Player
Choracters present themselves for your approval. Eoch
steps forword when clicked on, and O wise sage, Azorioh,
gives a brief review of the Player Character's abititles. To
begin qUickly, dick on the Ptoyer Charocter of your choice
and then on the Accept option at the bottom of the screen.
6
If you wish to change your Player Character's nome or
alter their ability levels, see the section " Modifying Vour
Player Characte' beginning on page 18.
Anvif of Down requires the use of a mouse. Wherever the
term "click" is used, it meons to move the mouse cursor
over the indicated area on the screen and press the left
mouse button.
" R-click" means move the cursor to the indicated area and
press the right mouse button.
Help
Anvil of Down's Help system enables you to learn game ploy
quickly and easily. 1 l5 unobtrusive and can be used effec
tivey by both beginning and experienced players.
The F1 key on your computer keyboard toggles Anvil of
Down's Help system on and off. When Help is on, a short text
description appears in the upper left hand corner of the
Gaming Screen whenever the cursor is placed over on area
of the Gaming Screen where on action can take place. In
most cases, clicking completes the action displayed. For a
few actions, an R-click l5 reqUired. (Note: On the Character
Sheet, help messages appear in the text bar to the middle
right of the screen).
I.terface
The Interface for Anvil of Down is to the ri ght of the
Gaming Screen. The Player Character's portrait appears in
the upper ri ght-hand corner: Cl icking on the Choracter
Portrait takes you to the Character Sheet, whi ch includes
the Player Character's inventory, status, game options, and
disk options.
Clicking on the health and spell statistics bars will display
your characters current Hit Points and Spell Points.
7
The boxes beneath the portrait shaw objects, such as
weapons, whi ch are in the Player Character's hands. You
must click on an In-hand object or weapon to use it.
In the area beneath the oject boxes, spell icons appear.
Click on a spell icon to cast the spell. Spells are successfully
cast only | enough Spell Points exist to cast theJl. Your
Player Character COes rO\ begin Ilth ony spells in hiS cr
her spell book, but acquires spells throughout the game by
finding scrolls and meeting with NPC's willing to pass on spell
knowledge.
While exploring dungeons, a compass and Local Automap
appear i n the bottom right-hand corner of the Gaming
Screen. The compass indicates which direction the Player
Character is currently facing. The Local Automap shows
what is in the Immediate vicinity of the Player Character.
While explari"g exterior maps, no Local Automap is available.
However, clicking over the parchment an the bottom right
hand side of the Gaming Screen brings up on overall game
map of the world of 0OD05.
8
Making the Interface Invisible
By selecting various options on the Options Screen, the
interface con be mode either partiolly or completely irisi
ble, adding to the full screen enjoyment of the game. To
choose which interface icons appear on the right side of the
screen, bring up the Options Screen. Pressing F3 will present
the Options Screen. Or, dick on the Chorocter Prtrait in the
upper right hand corner of the Gaming Screen to bring up
the Choracter Sheet, and from the Character Sheet, click on
the Options Icon to go to the Options Screen.
On the left- hond side of the Options Screen is 0 column of
choices including Honds, Spells, Automop, and Icons Visible. A
. in the bol to the left of the choice indicates the choice
will be visible on the Gaming Screen during ploy. Clicking on
the box to remove the w removes the associated icon from
the Gaming Screen.
When playing with all or some of the interface invisible, a
movement of the mouse cursor into the upper or lower
right-hand corner of the Gaming Screen temporarily brings
up the interface for use.
Quitting
Pressing the ESC Key from the Gaming Screen (while explor
ing dungeons or outside scenes) brings up the Main Menu.
The choice in the lower right corner is ReUrn t DOS (your
operating system!.
The Main Menu cal1 also be accessed from the Save/ Restore
Screen, where one of the selections is a Main Menu button.
9
ENTER THE WORLD OF
TEMPEST
The Histor of the Anvil of Dawn
Long before the creation of mofl, before the heavens formed,
there wos the Eternal Storm, 0 void in which nothing and
everything eXisted ot once. With," this darkness the Al"lciel"lt
Immortals resided. Known as the children of the Void, or the
gods, they embodied both good and evil. In time, the Voi d
endowed these gods with the secret of "making:'
In the center of the darkness, the Voi d brought forth 0
shoft of light. This was the Anvil of Down, It become the
essence of light, and about it the gods gathered to use the
secret of making. First come the elemental forces, forged by
the gods using the Anvil of Down. Eorth, Wi nd, Fire, and
Water, these were bound by lightning Into the shope of a
world, into the land known as T erpest. To thiS day still, the
Anvil of Down appears to fall from the heavens, a shaft of
right plunging into the very depths of the world.
In its early days, the world writhed In chaos. Fire battled
ice, as did the earth fight the waters, while mighty winds
raged across both land and sea. Each of the natural forces
struggled to claim Tempest as ItS own.
The gods intervened. Working together, they forced a paet,
on unstable peace, to keep the warring elements apart. Man
himself become this pact. He was the gods' final creation,
one forged from a piece of all the others. Man become a liV
ing contract among the elements compriSIng his form. The
Earth became his flesh and organs, Fire hiS blood, the Wind
his breath, and Water his body's fluids. Lightning provided
movement and thought, while from the VOid come the spirit
of man.
With the essence of the VOid forged Into hiS being, mon pcs
sessed the Innate ability to control and speak with the ele-
1
ments. From this relation, a language formed, one composed
of various symbols. In this way, the discipline af magic
came into being.
To man's delight, he found the surface of eOQe5 covered in
green grasses, trees, and many wondrous forms of life, all a
gift of the Void. Man and the elements lived an age and
more in peace. In time, this peace fell before the schemes of
a dark god. Knowing that his brothers and sisters were
elsewhere, the dark one cast his shadow upon the world,
placing evil in the hearts of men and giving birth to the dark
races of !eOQe5. The age of innocence came to an end,
with !eOQe5 forever locked into a battle of light and darlc
Never aga;n could the gods agree on their creation. Their
deeds came one by one, age by age, as each attempted to
tip the balance between the warring forces.
So it is in this age. A great lord of battle has arisen, a
paragon of ruthless evil. Behind him rally the dark races.
Storming out of their traditional lands, across the great
chosm known os the Scar; they threaten everything. No
J1
champi an can stal1d agai l1st them. Na army can defeat
them.
The Warlord stands O the head af his armies, absolute and
invincible.
J is said the dark gods have gifted the Warlord with a
mysteriaus magic, one well oble to grant him victory against
the peaceful inhabitants of 0me51. This source of the
Warlord's power lies in the land of Desolation, for ocross the
Scar in a wasteland few men have ever seen.
In desperation, a lost few adventurers hove pledged their
skills and their lives to defeat the evil of the Warlord. They
are the light's lost hope of destroying the source of the
warlords power and defeating the warlord himself One of
them must succeed.
1Z
BASIO PLAY
Movement
On the Gaming Screen, when the mouse cursor is on arrow,
a ctick moves the Player Character in the direction of the
orrow. As you move the cursor about the Gaming Screen,
the cursor changes into whatever directional arrows ore
available. Holding the mouse button down continues move
ment in the chosen direction.
When the Player Character is outside, rooming the hills and
plains of 6n65L movement tokes place in steps, from
node to node. At some nodes, you hove the choice of mov
Ing forward or turning around to reverse direction. On some
others you will hove 0 choice of three directions, and, on a
few, four directions.
Encounters with the Inhabitants
o Tempest
Dialogue
Place the cursor over 0 Non-Player Character with whom
you con speak and the cursor becomes a dialogue bubble.
Click and Ofle or more Key Words appear below the Player
Character's portrait (replacing the statistic bars, object
boxes, spell icons, etcl
Cl i ck on a Key Word and a short e)change of di al ague
occurs. All encounters share the Key Word Greet. Choosing
Greet often results In the appearance of another Key Word.
Subsequent Key Words may activate the appearance of
more Key Words.
After a Key Word has been chosen, it grays out. A grayed
out Key Word can be picked a second time.
The dialogue activated by a Key Word may change depending
upon circumstances in the game. Certain Key Words them
selves may appear only if the Player Character has token
specific actions or achieved specific goals.
13
Choosing Good-bie ends the encounter as does a R-click
during the encounter. Clicking during an el"lcounter skips
through dialogue Iou may have already experienced. (Note:
not all encounters have a Good-bye keyword, but may end
with some dialogue or action taken by the NPC).
Object
Choosing certain Key Words, such as Trade, results U an
object being taken from or given to the Pl ayer Character. In
the beginning of the gome, during the encounters with the
Weapon Smith and Court Magician, choosing the Key Words
representing various weapon and magic types results in the
Player Character acquiring that type of weapon or magic.
Combat
A host of dangerous creatures room the dark corners of
eOQe5. Beasts such as the Cacofiend, 8100d Spawn, Murk
Elemental, and the Devourer of Souls await any hero who
sets out to defeat the Warlord.
To fight, the Player Character must have a weapo" in-hand.
In-hand weapo"s appear i" the boxes below the Character
T
Portrait on the Goming Screen. Clicking on the box contaIn
ing a weapon uses the weapon.
Weapons mo'J olso be used b'J plocing the mouse cursor
over the target creoture. When the mouse cursor becomes
on attack cursor O click uses the weapon in the left box
(right handJ and an R-click uses O weopon In the other hand.
Weapons appear In various dungeon locations or are given
to the Plo'er Chorocter b' Non-Player Characters (NPCs).
When the Player Character explores the Palace at the
beginning of the game, he or she encounters the Weopon
Smith ond is given O choice of weapons to start.
like on'J object, weapons may be picked up by placing the
cursor over the object ond clicking. This places the object
on the cursor. There ore two wo'Js the object can be placed
into Inventor'.
1. R-dick whJle the obJect is on the cursor. The object IS
placed in Inventor'::
Z. Move the cursor holding the object over the Character
Portrait in the top right hand corner of the Gaming Screen
and cl i ck. The Character Sheet appears, replacing the
Gaming Screen. The large red box to the right of the Player
Character figure is the Inventory box. Place the cursor con
taining the object over this box and dick. The weapon or
other object IS now in Inventory.
Place weapons in hand from the Choracter Sheet. Taking a
weapon from the Gaming Screen or from Inventory, ploce it
over the Player Character figure and dick. Weapons (or any
object) can be placed Into the Player Character' s hand from
the Gaming Screen by picking up the object, moving it over
the in-hond box, and R-clicking. The object will move into
the in-hand box. If on object was already In the in-hand
box, it will be traded out for the new one.
Thrown and Ranged Weapons
Some weapons can be thrown or fired at opponents, keeping
a greater distance between the Ployer Character and dan-
15
ger. Examples of these weapons are throwing knives and
crossbows.
When using ranged weapons, be careful of running out of
ammunition. Throwing knives must be retrieved after each
use. 1 is wise to retrieve any crossbow bolts fired against
attacking creatures.
Ammunition for ronged weapons is automatically drawn
from inventory, even if the ammunition is contained in a
sock or chest.
Attacking Opponents
Characters most often engage in "melee combot' which is
face-to-face battle using weapons such as swords and bat
tle axes. Other options include casting spells and ranged
combat using 0 crossbow.
Combat strategies
A Ployer Character who uses thrown weapons should corry
them in-hand. Be sure to recover your character's ranged
weapons after each battle. 1 is best to collect al l the
ranged weopons your character finds, for they are used
quickly in battle.
Prepare your Player Character for bottle before opening
doors, climbing or descending stairs, or pushing any button
that might open a door or secret wall. Monsters often wait
behind closed doors and secret walls.
Pay attention to the compass on the SCf66D O D6 w|D
mopping.
Spells of Elemental Magic
Magic in Anvil of Dawn is steeped in the history of !0r6$,
drown from a culture which emphasizes mystic forces, gods,
the powers of light and dark, and relationships among spe
cific elemental forces.
16
There ore twenty-four spells belonging to the dIsciplines of
Earth, Resh, Fire, WInd, Water, Lightnmg, and VOId,
When a spell is available for use, Of icon for thot spell
appears below the Player Character portrait and stabstics
bars on tle Gaming Screen. Clicking on the rcon costs the
spell.
The Player Character must have sufficient magical energy,
or the attempt to cost the spell may foil. Magrcal energy is
restored over time or via specIal magIcal means.
During the game, the Player Character acqUIres spells by
e/countering the varIOus Non-Player Characters (NPCs) in
the game or by fll"dmg scrolls which convey the knowledge
of the spell.
For more Il1formation Cl spells, see the sectIon " The Spells
of Tempest' startIng on page '2.
17
Details Details Details
ModiFying Your Player Character
After the opening cif1emotic of Anvil of Down, when the
Chorocter Selection Screen appears, you |vIl need to choose
o Player Chorocter Each Player Chorocter has the some
abilities. However, each Player Character's proficiency in
these abilities is different.
Clicl over 0 Player Chorocter and the choroder steps for
ward. A wise sage speaks O short line of telt related to the
Player Chorocter's abilities, and at the bottom of the screen,
the fOllowing buttons appear:
Choose on option by clicking over it. If Accept is chosen,
the Player Chorocter steps bock in ploce and the game
begins. If More Oetail is chosen, a l1ew screen is displayed.
More Detail
When More Detail is chosen, O screen displaying the Player
Character's name and a pre-assigned pool of attribute
points is displayed. The attributes are: Strength, Stamina,
Agility, and Power. At the bottom of this screen the followif1g
buttof1s appear:
Accept and Reject ore self'e)pJonatory.
When Edi is chosen, a new screen appears on which some
attribute points are pre-assigned, but others can be dis
tributed from on available pool as you wish. Placement of
attribute points is done bi clicking over the attribute U
18
which you wish to place Ol" available poil"t. If you make a
mistake when aliocat.l"g attribute pOints, ou can R-click
over the attribute to return the POtnt to your allocation
pool. All attribute P0tnts must be assigned before the chOice
Done appears next to the Reject button at the bottom of
the screen.

Hc'I(<t
CIICkfl"g Ol" Done bnngs up the Plo'er Character's nome.
Press ENTER/RETURN to keep the default nome, or type In
the nome of 'our c ... ofce. W ..en the new nome has been
entered, pressing ENTER/RETURN ends the Player Character
generation process.
1
Advanced Pla(er Character
Information
Armor
In Anvil of Dawn, the ormor worn by the Pleyer Charader
reduces damage done by the opponel"t's attock whenever
the opponent makes 0 hit.
level of Armor Protection
Unarmored
Protected
Lightly Armored
Well Guarded
Moderately Armored
Stolwort
Heavily Armored
Formidable
Imoervious
Attibutes
Damage Reduced
OZ
1-10Z
11-3OZ
31-OZ
1-6OZ
61-70Z
71-9OZ
91-99Z
100Z
The attributes choseJl when selectil"g C Pleyer Charocter
determine his or her fighting skill and magical abilities, so O
cleor understanding of eoch is valuable to game ploy. While
the roting of each is displayed simply as 0 !umber of points
during Character Generation, ronglng from 0 poterotlol 1 to
10, the effect of these points con be comple).
Sength
Along with Stamina, Strel"lgth deterrflll"es the l"umber of Hit
Points with which the Player Character starts the game.
Strength Stamina 7 10 determines the l"umber of H,t
Points, up to a maximum of 200.
Strength determi nes the amount of weight the Pl ayer
Character can carry before he or she becomes el"cumbered.
Strength 7 10 * the wei ght il" ki l ograms the Pl ayer
Character cal" corry, up to a maximum weight of 100 Kg
(slightly more than 200 IbsJ.
Strength increases the amount of damage l"flicted With
hand-to-hand attacks. Add +1 damage for every 2 pOints of
20
Strength possessed by the Player Character, up to a ma),
mum of * damage for hand-to-hand attacks.
Amulets faund alol"g the way in Anvil of Dawn can be used
to permal"ently mcrease the Player Character's Strength.
stamina
Along with Strength, Stamina determines the number of Hit
POints with which the Player Character starts the game.
Strength * Stamina 7 10 determines the number of Hit
Points, up to a ma)'mUm of 200.
Stamina determines how quickly the Player Character tires
from continuous action. Each tIme 0 weapon is swung, a
moveable block or ball is pushed, or if the Player Character
I5 encumbered, Strength arld Agility are adjusted, based on
Stamina.
A hldderl counter measures continuous action agairlst the
Player Character's Stamira, adjusting Strength arld Agility
when the Stamma level IS exceeded.
Stren9th ord Agility lost due to fatigue return during game
ploy {as 10rlg as the Player Character is not contmually
engaged in strenuous action!.
Amulets fourld along the way In Anvil of Down can be used
to permanently Increase the Player Character's Stamina.
Agi'1
Agility determines the Player Character's odds of making a
hit in battle. In combat, a Player Character's Agility is com
pared to that of his or her opponent ond bonuses to hit are
applied.
Opponents In Anvil of Down possess theIr own Agility rat
Ings. If on opponent has a higher Agility than the Player
Character, the bonus to hit goes to the opponent.
Power
Pwer determines the number of Spell Points With which the
Player Character begins the game. Power 7 100 " the
21
Player Character's starting number of Spell Points.
Pwer determines the effectiveness of the Player Character's
spells. For every 2 Power Pints, the damage caused by a
spell cast by the Player Character increases by 20Z.
Pwer determines the rate at wjch the Player Character
regenerates his or her Spell Pints.
Encumbrance
Encumbrance occurs whenever tj,e Player Character carries
more In weight of oects than his or her Strength allows.
The result IS that the Player Character tires In much the
same way as If engaged In continuous action, such as
sWinging a weapon or pushing against a moveable block. If
the weight being carried IS reduced, the Player Character
begins to recover. For more Information, see the section
" Stamina" on page 21.
Experience Point
ExperIence IS broken Into two different types: weapon and
magic experience. Whenever tje Player Character inflicts
damage with a weapon or a magi c spell, a number of
Experience Points equal to the damage value IS added to the
appropriate ExperIence Pint type.
Upon leavmg a dungeon, If the Pl ayer Character has
acquired sufficient Experience Pints to advance a level, an
ExperIence Screen IS d,splayed, shOWIng a pool of Experience
Pints which can be distributed among the various weapo,.
and spell classes.
For weapons, distribute the available pool of Expertence
POints among Hacking, Thrusting, Si oshl('lg, and Ranged
Weapons.
For spells, distrIbute the available pool of ExperIence Points
among the Elemental DiSCiplines of Magic, such as Earth,
Wind, Fire, Water, ughtning, Flesh, and the VOid.
Experience .n a particular weapon or spell type Indicates the
Player Character's proficiency with that class of weapons or
22
spells. For example, a crossbow used by a Player Character
strong in Ranged Weapon skills does more damage than one
used by a Player Character weak i n that skill. The spell
Deadly Spores of Earthen Rot cast by a Player Character
strong in Earth Magic does more damage than the same
spell cast by a Player Character weak in Earth Magic.
Once the earned Experience Points are distributed, clicking
on the Done button in the lower right of the Experience
Point screen returns you to game play. Experience points
must be assigned to Weapon and Magic classes before you
can continue game play.
There are a maximum of ten levels for each Weapon and
Magic Closs.
Level
1
2
3

5
6
7
8
9
10
Weapon Eperience Levels
Nome of Level
Novice
Competent
Trained
ProfiCient
Experienced
Accomplished
Skilled
Seasoned
Expert
Moster
level
1
2
3

5
6
7
8
9
10
Hit Points
Magic EHperience Levels
Name of Level
Initiate
Neophyte
Apprentice
Talent
Transcendent
Accomplished
Moren
Adept
Maestro
ArchmoQe
The Player Character's ability to withstand damage before
dying is measured in Hit Points. Together, the attrib<tes of
Stamira and Strength determine the number of Hit Points
with which the Player Character starts the game. Strength
Stamino 7 10 equals the n<mber of Hit Points, up to a
maximum of 200.
The bose Hit Points with which the Player Character starts
the game can be added to during play by acquiring potions
cal l ed Droughts of Heightened Mortality. These potions
increase the Player Character's permanent Hit Points during
ploy.
Cli ck over the Hit Point and Spell Point bars below the
Character Portrait on the Gaming Screen to see the current
status of yO<r Player Character's Hit Points and Spell Points.
Spell Points
Spell Points indicate the amount of magical energy available
to cast a spell. They are <sed each time a spell is cost and
regenerate at a given rate over time. If sufficient Spell
Points are not available, the attempt to cost the spell foils.
Click over the Hit Point and Spel l Point bars below the
Character Portrait on the Gaming Screen to see the current
status of your Player Character's Hit Pi"ts and Spell Points.
2
The Spel l Points avai l abl e to the Player Character are
determined during Character Selection bl the Attribute of
Power. Pwer 7 100 equals the number af Spell Points. Spell
Points can be permanently increased during game play by
uSJng potions coiled Droughts of Heightened Mogic Power.
The Character Sheet
From the Gaming Screen, click on the Ployer Chorocter por
trait to bring up the Chorocter Sheet. Iems described In
this section ore in the order the' appear on the Chorocter
Sheet, storting in the upper left-hond corner
The Pl oyer Charocter portrol t appears ogoi n on the
Choroder Sheet, i n the upper left-hond corner. Below it ore
the heolth Dnd spell bars. Clicking with the cursor over
these bars displays heotth and spell stotlstics In the text bor
to the middle rIght of the scree".
Objects
To the right of the Ployer Chorocter portrait is the Eye
icon. This ollows you to e)omlne objects. Pick up on object
from Inventory by clicking over the object. With the object
on the cursor, ploce It over the Eye Icon and click ogoln,
holding down the mouse button. A description of the object
appears In the stone-colored box at the bottom center of
the screen (where the Attributes of Strength, Stomina,
Agility, and Pwer are normally displayed).
26
r
Use on Object
The Hands .con Ito the r.ght of the EIJe .con) allows <jou to
use on object. P.ck up on object by cI IckH"lg wIth the mouse
cursor over the object. With the object on the cursor dick
over the Hands .con. The object .s used. If for Instance, the
object IS a su.t of armor, .t .s pl aced over the PlaIJer
Character f.gure on the lower left of the Character Sheet.
Character Figure
Below the portrait of the Player Character IS the Choracter
Figure. Armor weapons, and objects such as socks can be
placed directly CF the figure bI ploc.ng the object over the
f.gure ond clicking. Socks ond chests con be placed In the
figure's honds. Once O sock or chest IS placed In the f'gure's
left hand, It IS considered open and ItS contents are di s
played In the box to the r.ght of the Inventor,: box.
Inventory BOH
The large red box to the r.ght of the Character Figure .s the
InventorIJ box. Objects can be placed freely w.th.n th.s area.
On the Garmng Screen, objects are be p.cked up by plac.ng
the cursor over the object and clicking. ThiS places the
object on the cursor. The object can now be placed in
I,wentory two ways.
1. R-click while the object IS on the cursor The object is
placed In Irwentory.
2. Move the cursor holding the object over the Character
Portrait In the top right hand corner of the Gaming Screen
and cl i ck. The Character Sheet appears, repl aci ng the
Gaming Screen. Place the cursor contolnmg the object over
the InventorfJ box and cliCk. The weapon or other object IS
now in Inventorf.
Container Box
To the right of the Inventory box IS the Container box. The
Image of a sock and a chest lie within the Container box.
27
Placing a sack or a chest withm this box bath places It in
the Player Character's hand and opens It. Removing the sack
or chest from the Player Character's hand closes it.
Magic Icon
Above the Container box is the Magic icon, a cauldron from
which colorful energies bubble forth. Clickll1g on the Magic
ICOI1 tokes you to the Spell 800k, a journal containing a
short descripti on of each spell acqui red by the Player
Character. Clicking opens the Spell 800k. A click in the upper
right corner of the Spell 800k pages forward. A click tn the
upper left corner of the Spell 800k pages backward. Clicking
on the lock lor R-clickil1g anywhere) closes the Spell 800k.
Each page of the spell book also contains an image of the
spell icon, so that the spell and Its Icon can be easily asso
ciated.
Return t the Gaming Screen
Clicking on the Gaming Screen icon in the upper righthand
corner of the Character Sheet returns you to the Gaming
Screen.
Information Icons
The six icons displayed below the text bar are:
II statistics
II EJperience Levels
Armor Oloss
Active Magics
Aficuon
Encumbrance
Clickil1g on an Information ICOI1 will display text regarding the
chosel1 tcon. The text appears in the area where Player
Character Attributes are normally disployed.
28
_ Statistics shows the Pl ayer Character's current
Attributes, I n terms of Strength, Agility, Stamino, and Power
These are displayed as dots from 1 to 10. If one of the
Attributes IS roised above 10, a large dot appears to rep
resent the number 10, while small dots continue to repre
sent increments of one beyond 10. For more information on
Attributes, see the "Attributes' section on page 20.
I E"perience Levels shows the Player Character's curreot
ratings for all possible magic and weapoos experience. These
ratings are expressed In terms of levels, from novice to
master in the case of weapon skills and from initiate ta
archmage in the case of magic slllIs. A sllIl level is shol
for each type of weapon, from Hacklog to Ranged Weapons,
and for each type of magic, from Earth magic to Void magic.
Click with the mouse cursor over the Experience Levels area
to scroll through 01 1 of the possible levels.
Armor Closs shows the Player Chorocter's curreot
armor rating from unarmored to impervious.
II Active Magics shows whatever spell effects or potions
may be currently active Cf the Player Character The num
ber of effects and their durotion IS also displayed.
ii Afliction shows whether or not the Ployer Character
has beeo pOisoned or IS suffering from exhaustion. Great
exertion, such as moving heavy blocks and continual fight
I ng, c ause exhausti on. If the Pl ayer C haracter IS
Encumbered, carrying more weight than hiS or her strength
allows, the rate of exhaustion In performlog streouous
activity Increases. When the Player Character suffers from
poisoning, the Character Portrait turns green.
I Encumbrance shows whether or not the Pl ayer
Character IS encumbered from carrying too many objects,
Items, or supplies.
29
Quest Journal
The book emblazoned with the IS the Quest Journal .
Entries to the Quest Jourfol ore mode automatically as yo .. .
adventure, keeping a record of mojor quest objecti ves.
Clicking opens the Quest JournoL A cl i ck i n the upper right
corner of the Quest Jourl1ol pages forword. A click in the
upper left cor.,er of the Quest Journol pages backward.
Clicking on the locI closes the Quest lournal.
Options Icon
The Icon below the Quest Journol is the Options icon. C1Ickil1g
on the Options icon brings up the Options $creero.
By selecting various options, the iroterfoce con be mode
either partlolly or completely invisible, adding to the full
screen enjoyment of the game. On the lefthand side of the
Options Screen is a column of choices including Hands, Spells,
Automop, and Icons Visible. An in the bo) to the left of
the chOIce indicates the choice will be viSIble on the Gaming
Screen duri ng ploy. Cl i cki ng on the bOI to remove the
wremoves the associated icon from the Gamlflg Screen. See
the section "Making the Interface Invisible'; starting on page
9.
Bel ow the interface options on the Options Screen are
options to send Automap output to the printer or to disk.
In the middle column of the OptIons Screen are sound and
volume choices. Click and drag the appropriate slider up or
down to adjust volume, or balance musIc and sound. By
clicking on Voices and/or Subtitles, you choose whether you
wont to hear the Characters speak, read their d,alogue, or
both
.
In the upper right hand column of the Options Screen are
Icons to return you to the Character Sheet or Gaming
Screen. Also on the rIght IS a brightness slider control to
adjust the game palette brIghtness.
30
Save/Restore
The d.sk icon below the Options icon I5 the Save/ Restore
.con. Clicking on this icon tokes Jou to the Sove/ Restore
Screen. (The F2 keJ olso tokes you to the Save/ Restore
ScreenJ
Ten save go me slots ore ovollable. Cl,ck on the scroll orrows
to scroll through the save game slots. By movll1g the mouse
cursor ol1d cllckil1g, highlight the save game slot desired.
Click OF the Save buttol1 al1d you moy rename the highlight
ed save game. Press the ENTER/RETURN key to save the
game.
To restore a previously saved game, hIghlight the saved
game you wish to restore. Press the ENTER/RETURN key to
restore the game, or click !f the Restore button.
You can bring up the Main Menu from the Save/ Restore
screen bJ clicking over the Moin Menu buttOI1. On the Mal"
Menu screen the chOices are:
Re.tore on Old Gome
Oontinue Ourrent Game*
Sr 'e . Gome
R.wrn to DDS
A
OQQOt OO_ t OIP O U OCCO OufIl@ @O QlO_.
You may also return to ei ther the Gami ng Screen or
Charoeter Sheet by clicking on the approprIate button i n the
upper right corner of the Save/ Restore Screen
.
Drop Objects
The open hand With the down arrow allows you to drop
objects on the Gamll1g Screen. With an objeet on the cursor,
ploce the cursor over the Drop Objects Icon and dick. The
oect IS dropped on the Gomll1g Scree.
.
,. Objects dropped on
3 1
the gaming screen appear In the square directly In front of
the Player Character unless that square IS occupied by a
wall
J
ellt
J
or other moss whi ch might prevent the object
from being dropped. If the square directly In front of the
character IS occupled
J
the object IS dropped In the some
square In which the Player Character IS standing.
Automop
The Icon ." the bottom right-hand corner IS the Automap
I con. C l i cki ng here bri ngs up the Automop. See the
"Automopplng" section on page for more Informotlon.
32
Things You Can 00 from the
Gaming Screen
All combot, speilcosting, and exploration in Anvil of Dawn
tokes place from the Gaming Screen. When other screens ore
activated, they overloy the Gaming Screen. homples ore the
Chorocter Sheet and the Automop.
Access the Chorocter Sheet by clicking over the Chorocter
Portrait.
Acquiring New Spells
Throughout the game, spel l s ore acqui red ei ther from
encounters with vorious NPCs or from scrolls which convey
the knowledge of the spell. Scrolls must be placed in the
Player Chorader's hondo Clicking on Of in-hand scroll dis
plays a blow up of the scroll. After it hos been read, the
scroll disappears and O description of the spell is added to
the spell book.
Attock Opponent
Refer to the instructions in the " Combat" section, beginning
on page 13.
Cost Spells of Elemental Magic
To cost a spell, you must click on a spell icon. Spell icons are
displayed below the Character Portrait on the righthand
side of the Gaming Screen. When more than eight spells have
been acquired, left and right arrow buttons appear below
the spell icons, allowing you to scroll between columns of
displayed spells by clicking on the appropriate button.
Drink a Potion
Pick up the potion place the potion in one of the in-hand
boxes and cl i ck. A potion can al so be used from the
Character Sheet by clicking with the potion over the Hands
icon.
33
Fire a Ranged Weapon (Crossbow)
The crossbow must be pl aced i l" one of the Pl aJer
Charocter's hands. Clicking on the in-hand weopon from the
Gaming Screen fires the weapon. Bolts for the crossbow
must be in the Player Character's inventorJ. I is a good
ideo to recover expended ammunition after using the cross
bow.
Read a Scroll
Scrolls can be reod from the Gaming Screen by placing them
in-hand al1d clicking on them. TheJ can also be reod from
the Chorocter Sheet. With the scroll On the mouse cursor,
place it over the Examine Icon (the eJe) and dick. Al"other
click returns you to the Gaming Screen or Character Sheet.
Navigate
Watch the local Automap iO the lower right-hand corner of
the Gaming Screel"l to maintain your orientatioro and use the
full Automap selection to view your progress throughout the
game. Automop can be selected by clicking over the local
Automap icon at the bottom right of the Gaming Screen.
More information on the Automap is avoilable in the section
on "Automapping' starting on poge '0.
Open Doors
Doors open by the use of various buttons and levers, as
well as by pressure plates (both visible ond invisible). Some
doors maJ require O key or the use of special puzzle pieces
to opero, while others open after the correct object is placed
in a nearbJ object hole.
Open Chests
Iro various locotlons throughout Anvil of Down, the PloJer
Character comes ocross chests. These chests are immov
able, but maJ cOl1tain voluable oqjects. Clicking on the chest
1,1111 open the chest. The presence of on object within the
chest causes the mouse cursor to take on the form of a
green gauntlet. Another dick places the object on the mouse
cursor to be placed il1 Inventory as described in the sectlol"
" Inventory Box" on page 27
34
Some chests contain multiple objects, some one object, and
some none.
Pick Up and Drop Objects/Add Items t
Inventor,
When the mouse cursor IS moved over on object which can
be picked up, the cursor tokes on the appearal"ce of a green
gauntlet. By clicking when the gauntlet is over on object, the
object is picked up. Al10ther click drops it. To keep the object
and odd It ':our character's Inventory, pick up the object
and R-click. As on alternative, move the cursor with the
object on it over the Character Portrait, dick to bril"g up
the Character Sheet and clicking agail1 with the item over
the Inventory Bo) will place the iter in Inventory.
Each object 111 Anvil of Down has its own weight, ll" this woy
one or more objects can be used to weigh dow/ a pressure
plate. The weight of objects also counts toward a Player
Chorocter's encumbrance. Some objects, such as scrolls al1d
keys, are conSidered light weight ofld l1elther COUft toward
el1cumbrance 110r con they be used to weigh down pressure
plates. For more il1formatiol1 on encumbral1ce, see the sec
tion " Encumbrance" on page 22.
Using Keys
Place the approprlote key over a ke'hole on the Gaming
Screen and dick to open the lock. Keyholes in Anvil of Dawn
are found on pedestals which are alwo's located near the
doors they activate.
Use on Object in a Character's Hand
Click on the object or weapon where it appears below the
Character Portro.t on the Garlng Screen.
35
Dungeon Devices
Dungeons in Anvil of Down contoin vari ous traps ol1d
devices, such as spikes and teleporters, the natures of which
ore exploil"led below:
Bolls
When encountered, some bolls ore movi ng while others
remain stationary. The Player Character tokes damage if hit
by O moving boll. Stationary bolls con be moved to weigh
down pressure plates, providing O cleor poth exists for the
boll to move. Stationary bolls con be pushed by ottempting
to hove the Player Character wall through them.
Blocks
Blocks con be moved to weigh down pressure plates, provid
ed a cleor poth eXists for the block to move. Blocks con be
pushed by attempting to hove the Player Charocter wolk
through them.
Blocks con be destroyed by inflicting weapon or spell dam
age upon them. All blocks do not have the same number of
Hit Points, making some blocks harder to destroy thon oth
ers.
Buttons
Buttons are often used to open doors or perform some
other action, such os activating a teleporter or a slider
Buttons themselves can be active or inactive. Inactive but
tons can be toggled to active by the use of another nearby
button, lever or pressure plate.
Illusionary Walls
Illusionary Walls look like regular walls. They are not trig
gered by any action, but, by their very nature, the Player
Character can walk through them without difficulty.
Pi
The Player Character can be injured by falling down a PIt.
Pits can be open or closed when encountered and can be
toggled open or closed by using nearby buttons, levers, or
pressure plates.
36
Pressure Plates
Pressure plates perform a voriety of actions, from opening
doors to launching spell traps. Pressure plotes can be visible
or invisible. They may be active or inoctive, and may be
toggled on or off by using O nearby button or lever.
Pressure plates have both an up and a down action. For
e)ample, tl1e down action of a given pressure plote may be
to open a door while the up action closes the door.
Pressure plates may be wei ghed down by a variety of
means, including moveable blocks or any number of invento
ry items whose combined weight is sufficient to keep the
pressure plate down.
Secret Doors
Secret doors look like walls, but they open and close by
some action. Secret doors may be opened by a nearby but
ton, lever, or pressure plate.
Sliders
When the Player Character steps into a square containing a
slider it moves the Player Character in a certain direction
for a certain distance. Sliders can be active or inactive, and
may be toggled on and off by nearby buttons, levers, or
pressure plates.
Spell Reflectors
Spell Reflectors are permanent and stationary magic barri
ers which operate in the same way as the spell Reflections
of the Lake. A rippling barrier hurls any spell cast its way
bock in the direction from which it came.
Spikes
Spikes are positioned as traps in the various dungeons of
Anvil of Down. The Player Character takes damage by step
pIng on or even attempting to turn within a square contain
ing spikes.
37
Spinners
When the Player Character enters a square contair'lng a
spinner it spins the Player Character to face a different
direction. This dungeon trap attempts to disorient the
Player Character.
It is possible to turn normally within O spoce occupied by a
spinner once the spinner has spun the Player Character to
a new facing.
More difficult to deal with, continual spinners spin without
stopping until the Player Character manages to step off.
T eleporters
Teleporters move the Pl ayer Character instantaneously
from one location to another: Some teleporters have two
destination points, and these always alternate. For example,
the first time a teleporter is used it teleports the Player
Character to the first destination, the next time used to the
second destination, returning upon the third use to the first
destination
.
Teleporters can be active or inactive. If inactive, they can
be toggled on by a nearby button, lever or pressure plate.
Zones
Various magi cal zones exist ,n the worl d of !0r0$I.
Depending upon the nature of the zone, they:
T empororily reduce the Ployer Oharacter's Strength
Temporarily reduce the Player Ohoracter's Spell Points
Block the costing of magic
Magnify the damage of fre-based spells
Magnify the damage of Iigltning-bosed spells
Oause confusion, making walking and turning difcult
38
Save, Load, Pause, and Quit
Save Game
The game con be saved from the Character Sheet by click
ing on the Save Game Icon (disk!. For more information, see
the section "Save/ Restore" on page 3 1.
Restore Game
Restore O previously saved game from the MOln Menu by
choosing Restore on Old Game. This co.
.
,
be done upon
storting the game, or from the Save/ Restore screen. For
more information, see the section "Save/ Restore" on page 3 1.
Pause Game
Pause the game ot any time by clicking on the Character
Portroit to display the Character Sheet.
Quit Game
Hitting the ESO Key from the Gaming Screen (interior dun
geons or elterior scenes) returns you to the MOi, Me/u. The
choice in the lower right is Return t OS.
'
\
3 9
Automapping
As you eKpJore the eJterior locations of TeDpest, clicking
on the Automop icon in the lower right-hond side of the
Gaming Screen brings up a mop of !0D0SI. By cliclong and
holding down the mouse button, yOLl moy drag the mop
across the screen. As play progresses, the progress of tour
Pl ayer Character across the mop is di spl ayed. R-cl i ck
returns you to the Gaming Screen.
When e.l ploring on interior dungeon, the Automop displo'ds
the dungeon map

In the upper righthond corner of the dungeon Automop,
clicking on the Player Character icon or the Gaming Screen
icon returns 'ou to tle Character Sheet and the Gaming
Screen, respectively.
Line of Sight
The area mop is bosed on 'our Player Character's ',ne-of
sight, so only ports of O dungeol1 that hove beel1 e)plored
are showl1. Everythil1g Of the map reffects the current sta
tus of the items shown. Doors are displayed opel1 or closed.
This makes outorapping a very useful tool. Walls, insets,
doors, floors, trap doors, rugs, pressure plates, illusionary
walls, your Player Character trees, creatures, NPCs, and fur
niture are all displayed on the mop. Note, however that
40
items and creatures of which your Player Character are not
yet aware are not shown.
Write/Erose
Clicking on the quill ICOO enables you to write text Ol the
Automap. Ta erase text, select the quill and the!" R-click on
the text you would like to erase.
Display T e"t
Clicking on the A . . . Icon toggles the display of text on the
Automap.
Options
Clicking on the Options icon displays Game Options. See the
section "Optioos Icon" on page 30.
Viewing Multiple Mops
The Multiple Mops Icon allows you to scroll through available
maps.
Saving and Printing the Automap
Click on the Disk icon to print and/or save the Automop.
Choose whether to send Automap output to the printer or
to disk from the Options Screen (see the section "Options
Icon" on poge 301. When sent to disk, the Automap is soved
in a directory coiled Automops as O text file.
Global Automap
The Global Automop icon displays dungeon levels explored in
previous games that go beyond the Player Character's
experience i, the current game. Map areas not yet explored
in the current game are shown as walls only, with legend
information miSSing.
Returning to the Gaming Screen or the
Character Sheet
In the upper right-hand corner of the Automap screen are
two buttons. The button on the right returos you to the
Goming Screen, whereas the button on the left returos you
to the Character Sheet
1
The Spells of Tempest
Earth Magic
Iron Fist of Chaos
.
By the magic gestures of Iron Fist of Choos, globules of liq
UId Iron arise. They coalesce Into the shope of a gountleted
f,st whIch speeds forword toward Its torget. Some Eorth
bosed creatures possess the ability to cost His spell, and It
is known to be used In spell traps IOld bl powerful moges.
As the coster's experience h Eorth-bosed spells increases,
so does the damage inflicted by this spell.
Granite Word of Tempered Skin
By means of this spell, the coster's body grows hord as
stone while mOlntoining the fle.ib,llty of flesh. This hardened
shell reduces the effectiveness of most normol weapons. 1
olso offers protection ogolnst some spells.
As the coster's experience in Eorth-bosed spells Increases,
so does the effectiveness and duration of the spell.
Deadly Spores of Earthen Rot
Deadly Spores of Earthen Rot summons lorge, mushroom
like puff balls. By th.s spell, they grow and swell, bursting to
spew forth clouds of harmful spores. Lingering In the air,
these spores Infrict damage to any li Vi ng creature that
posses through them, though It .s sometimes possible to run
through such on afflicted area with minimal problems.
As the caster's e)perlence in Earth-based spells .ncreases,
so does the duration, and damage done by th.s spell. Deadly
Spores of Earthen Rot .s used In a variety of spell traps.
2
Certoln creotures of ! erpest ore known to be Immune to
this spell.
Wind Magic
Dance Upon the Stones of Wind
This spell ollows the coster to ovoid some trops such as pits
ofd pressure plates. 1 forms O bl onket of swirling air
befeoth the feet, which acts as a borrier between the coster
ond the grouf1d. When h effect, the character's footfolls may
corry hi m or her sofely over traps, Pits, ond pressure
plates.
As the coster's experience in Wind-bosed spells increases, so
does the durotiof1 of this spell. Dependifg upon the coster's
experience, Donce Upon the Stones of Wind may allow safe
passage over a pressure plote, but not prevent the activa
tion of another type of floor-based trap.
Shrouded Gale of Vengeful Winds
A defensive magic, Shrouded Gole of Vengeful Winds creates
o powerful current of air blowif1g any creature in the spell's
path bockwards. It's on effective spell in preventing crea
tures from getting close efough for melee combat. Beware,
for thiS spell IS often used in setting spell traps. The effec
tiveness of some spells can be blunted by costing this spell
in respofse. If Shrouded Gale of Vengeful Winds travels
through Of area where Unholy Conflagration, Ash and
Cinders, or Deadly Spores of Earthen Rot I5 present, it's
force subdues and extinguishes the previous spell.
As the coster's experience in Wind-based spells increases, so
does the range of the Shrouded Gale of Vef1geful Winds.
43
Gnastly Howl of Mortal Anguisn
By means of this spell, a high-pitched, ghostlike wail is gen
erated, injuring any creature standing before you. Creatures
that do not hove living bodies suffer no damage from the
Ghostly Howl of Mortol Anguish.
As the coster's experience in Wind-bosed spells increases, so
does the damage inflicted blJ this spell.
Fire Mogic
Unnoly Conflagration
By the magic gestures of Unholy Conflagration, blue-hued
flames erupt from the floor raging in volotile ofd unnatural
flores. Burning in place, these flomes inflict damage to any
living creature that posses through them, though it is some
times possible to run through such on afflicted area with
minimol problems. The spell itself con be affected by other
magics, such as the Shrouded Gale of Vengeful Winds.
As the coster's elperience in Fire-based spells increases, so
does the range, damage, and duratiof of this spell.
Asn and Cinders /
Ash and Cifders brings into being hot, burning cinders. They
form above and float to the ground. Any livifg thing withif"
the afflicted area suffers damage from the burning pres
ence. 1 is know that certain Wind-based spells may cool the
effect long enough to allow safe passage, while it is also
sometimes possible to run through such on afflicted area
with minimal problems.
As the coster's elperief"ce in Fire-based spells increases, so
does the damage and duration of thiS spell. This speU is
often used if" spell traps, and powerful mages have been
known to set never-ending barriers of Ash and Cinders In
44
place to protect their treasures.
F,re Haven
This spell offers partial protection from Fire-based spells. 1
surrounds its coster In a protective aura, one which reduces
the amount of damage caused by magical fi res.
As the caster's e)perience in Fire-based magic Increases, so
does the duration and effectiveness of this spell. For the
duration of thiS spell, the Character Portrait IS Circled bO on
orange glow.
Water Magic
Snackles of Ice
By means of HiS spell
,
you can hold on opponent In place
for a limited time. When cost, a SWirling maelstrom of frozen
air Circles before you, then rushes forward toward It'S tar
get. A creature struck by Shackles of Ice freezes to blue
and IS immobilized for O time. Fire-based creotures and some
otl"ler powerful beasts prove imperVIous to the effects of
this spell.
As the coster's e)pertel"lce In Water-bosed magic Increases,
so does the duration and effectiveness of thiS spell.
Reflections of the Lake
Reflections of the lake offers protection against magical
attacks. By thiS magic, you sholl be encased Within a rippling
barrier well able to hurt bock on opponent's spell In the
dlrect.on from which It come. Some creatures born of Water
use Refledlol"s of the lake os on effecbve defense, and It IS
know to be used In keeps to prevent mages from effectively
emplOying their magics.
As the coster's experience in Water-based magic increases,
so does the duration of this spell. For the duration of this
spell, the Character Portrait IS circled by a blue glow.
Vompiric Mist of Innate Weakness
With both offensive and defensive qualities, this spell creates
a wall of rolling, green-blue gas which drains life from any
creature standmg in it's path, transferring that life force
back to the spell's coster. While wounds afld other energies
can be regenerated in this wa,:, the spell cannot grant the
coster a life force greater than his or her l"Iatural energies.
As the coster's experience in Water-based spells increases,
so does the durati on and effecti veness of thi s spel l .
Creatures which possess no natural life force of their own
are unaffected by this spell.
Fountain of Scorching Vapors
When thi s spell is cast, the earth rumbles, splitting to
release multiple clouds of searing steam. Any creature or
opponent standing where the speU erupts takes damage.
After angrily billowing out of the earth, the steam fades,
leaving no trace of its damaging eruption behind.
As the caster's experience in Water-based spells increases,
so does the damage of this spell. The nature of some crea
tures renders them impervIous or less susceptible to the
damage caused by the Fountain of Scorching Vapors.
Lightning Mogic
Laughing Skull of Thunderous Might
8y the magic gestures, Loughil19 Skull of Thurderous Might
forms into O great skull forged of lightnIng. Th,s opperitioo
speeds OwOg geflerot.ng a thunderous laugh as it surges
toward .t's torget. Whero the skull strikes, it erupts in a dam
aging explosion.
As the coster's e)perience i,
.
, llghtning-bosed magic Increas
es, so does the damage inflicted by th,s spell, o ..d it is often
used In spell traps as O means to confuse o,d confound
adventurers.
Roaring Column of Lightning Wild
Roorllg columl1 of LightnH19 Wild summons a tor(lodo of
roging thunder ol"d light. Rising from the floor, It whirls in a
fury as tendrils of lightning strike owoy from It's great,
energized column. The motion of the column carries it for
ward, Inflicting heavy damage to any creature It encounters.
As tte caster's e)per.ence .n ligttfling-based magic iflcreas
es, so does the damage Inflicted by thIS spell. lightfing
based creatures possess the abilIty to cast this spell, and it
makes a deadly spell trap.
Heavenly Mend of Unseen Artisons
"
By means of this spell, collapsed structures ray be rade
whole, damaged monuments restored, and shattered bridges
rebu.lt. The effect .s specIfic to damaged man-made struc
tures and .s nat useful .n treating naturally occurring disas
ters. Though of limited use, this special magic proves Invalu
able where it can be employed.
Unlike mony spells, the Heavenly Mend of Uroseero Artisans
!
works to Its maximum effect, regordless of the caster's
experience In lightning-based magic.
Blessed Weave of Healing Wounds ,
The effect of this magic is simple and straightforward; it
heals wounds.
As the caster's experience in Flesh-based sperrs increases, so
does the amount of damage healed. J IS known that some
creatures are capable of casting this spell, addil)g to their
el)durance as they bottle for their OWI lives.
Heightened Flesh of sength and Hale
protective spell allows wounds to heal l)aturat1y at a
pace faster than would normally occur.
As the caster's eIperiel"ce il"l Flesh-based magic increases, so
does the amount of damage healed, the rate of healing, and
the duration of the spell. For the duration of the spell, the
Character Prtrait is surrounded by a flesh-colored glow.
Bane's Boiling Blood
By means of thiS magIC, the blood of the target begins to
boll, delivering terrible damage to the unfortunate creature
ul"lder attock. Some of the creatures of Tempest have
developed a l"otural resistance to this dangerous magic.
As the caster's experience il" Flesh-based magic increases, so
does the amount of damage Inflicted by the spell.

The strength of Titans


When cost, this spell temporarily enhances strength. When
natural ability has been reduced by affliction or attock, The
Strength of Titons con temporarily restore the strength
needed to survive the bottle.
As the coster's experience in Flesh-bosed magic increases, so
does the duration and efectiveness of this spell. For the
duration of the spell, the Character Prtrait is surrounded
by a green glow.
Rage of Follen Heroes
Rage of Fallen Heroes is of the Discipline of Flesh. This spell
temporarily enhances the fighting ability of the coster and
improves the coster's proficiency with weapons. Rage of
Fallen Heroes increases the likelihood of the coster landing a
solid hit ogoinst his or her opponent and reduces the dam
age of blows received by the coster. Unfortunate I', strength
steadi ly decreases and it is i mpossi bl e to l aunch spel l
attacks under the influence of this spell.
As the coster's experience in Flesh-based spells if1creases, so
does the spell's duration ond effectivef1ess. For the duration
of this spell, the Character Prtroit turf1s red.
Void
Ritual of Unmaking
The Ritual of Um1oking proves itself either deodly or utterly
ineffective. If a creature proves vulnerable to the effects of
this spell, it dissolves. The target becomes ''nmode:' If the
target is immune to the spell, nothing happens and the
creoture remoif1s undamaged. Choose your target well, for
the Rituol of Unmaking i s costly to use.
The Dark Cloak of Shadow
.
The Dork Cloak of Shadows is of the Discipline of the Void.
When used, the coster tokes on the form and essel1ce of
shadow. This spell provides some defense ogoinst physicol
attacks, and con prevent death from foiling Into Pits cnd
traps. 1 connot protect ogolnst magical cttocks.
As the coster's experience .n vOid-based megic Increases, so
does the duration and effectiveness of the spell.
Soul Link
lil"k IS of the Discipline of the Void. 1 creates O magical
buffer of life force, one which is automatIcally drown upon
by the coster ot the moment of defeat ond death. When
killed by on opponent, the coster finds hIm or herself resur
rected in the some piece, but greatly weakened.
As the coster's elperlence In VOid-based mag'c Increases) so
daes the duraboo aod effectiveness of thiS spell. If the
coster is pOisoned) diseased) or suffering some other offlic
bon at the time of death, the offl,ction remains upon resur
rection. For the duration of this spell) the Character Prtrolt
IS surrounded by a gray glow.
50
DEADL V DENIZENS
Aracinfant
Like many other creatures, orocinfonts
were created by the horrific powers of
the Dark Slog. Combinjl1g the features of
the youngest victims of war with those
of O deadly spider Arocil"fonts ore often sent to the fore
front of dungeon bottles in order to 'Mtil! feor in the good
forces of Tempest.
With theIr heightened sense of smell, these ceiling-walkers
search out the.r prey o"d attock with a whip-like tongue.
Their wailing cry has been know" to unnerve even the hardi
est adventurer. In combot, crossbows and spears COf keep
the Arocinfont tongue at O sofe distance.
Beast of Trung
A naturol inhabitant of the swompi:
areas of Tempest, it is most often
encountered in the Quagmire. A danger
ous, though not very intelligent beast, it
can surprise the unwary traveler as its
attock proceeds l0t from its great
mouth, but springs up out of the worts old mounds across
its back. Here l urk dangerous parasi tes sporting long,
clawed orms. Fortunately, killing the Beast of Trung also
results in the deaths of its parasites.
A direct assault with spear and axe has been shown on
effective remedy for on encounter with this creature.
51
Blood Spawn
As worriors and creatures fall in bottle,
the power of the Dork Slog drains the
blood from their bodies ond gives birth to
these foul creatures.
Blood Thorns
Blood Thorns hove a reputation as dun
geon weeds, underground lurkers likely to
bl ock the progress of on odvel 1turer
through what may already be O dOl"gerous
labyrinth. They ore rumored to be resis
tant to mogi c, and thei r rozor-sharp
thorns con teor on unwary adventurer to
pieces.
In combot, a Blood Thorn lashes out with its tentocles, and
its weed-like nature makes it resistant to aUocks from
spear and crossbow. A direct ossoult on the beast often
proves best.
Braid Stone
This elemental beast of stone is encoun-
- tered in rocky areas, where it delivers on
horri fi c bi ti ng cttock on unsuspecti ng
travel ers. One of the l i vi ng el emental
creatures of Tempest, the Brai d Stone
cannot be said to be inherently evil, but
its territorial instincts prove so strong
that avoiding its home areas is the only way to keep out of
a fight with this terrifying creature. Hocking weapons are
known to be effective against the braid stone.
Z
Cacofiend
A demon of sorts, the Cocofiend wi el ds
lightning, as the nature of its plone of e)is-
r
; tence is strong in thot element. It is known
thot powerful magic con summon beasts
and beings from other planes to the world
of Tempest, but it i s not known whether
the Warlord controls such horrible beasts,
or jf they hove joined his evil fight on their own.
Fortunately, the wings of the Cocofiend ore nearly useless in
the confined spaces of O dungeon and it is forced to hop in
a clumsy foshlol1. Its nature makes it resistant to lightning
bosed magic.
Castellon
Known as the Warlord's most trusted wor
rior the Castellon hos been charged with
the defef1se of the Warlord's strof1ghold, for
in this evil keep rests the Oorl Slog. Gifted
by the Worlord with a special, mogically
endowed armor, it is soid the Costellon is
unbeotoble in bottle, impervious to all weapons ond mogic.
4
<

In com bot the Costellon attacks with a mossive, two-hond


ed, bronze bottle-oKe with O pike blade fixed to the top of
the hoft.
Clansman
The Clonsmen ore O worrior roce thot live
in the once wooded area near Gorge Keep.
Known to trode ocross the Scar with the
evi l races who i nhabi t Desol oti on, the
cl ansmen ol l i ed with the Warl ord, thei r
respect for the strength of hi s ormi es
greater than their hesitotion regarding his dark and ruthless
nature.
53
Colossal Baboon
Huge and powerful beasts, they ore notive
to !6r6$ . Though they fight for the
Warlord, they do so only because their Lord
and King has been imprisoned by the dork
forces of Tempest. The price of his life is
thei r unquesti oned obedi ence to the
I
In combat, Coiossol Baboons attock by a straight-forward
charge and pummeling of their victims.
Devourer of Souls
This creature is O blend of the Void and ele
ments of the Resh. When O victim is sloin by
the Devourer of Souls, its flesh is absorbed
into the creature's form and the soul of the
victim becomes trapped within the monster
ul1tll the beast dies or is destroyed.
In combot, the Devourer reaches out with
its massive array of mouths, seeking to
suck the soul from its opponent. The Devourer has a natural
resistance to magical attacks.
Dro ..ned Sailor
These evil abominations inhabit a sunken
ship, the masts of which are visible above
the water off shore near the Dark Lantern.
Pirates blJ nature, their cargoes are known
to be of even greater worth than gold and
jewels, for they often trade in slaves, crea
tures, and it |,8 rumored demons. Though
drowned, their stubborn, greedy l"atures will
not allow them to admit their deaths, and
so they continue to protect whatever unlucky cargo went
down with theIr ship.

In combat they lunge forward fearlessly with their swords,


for terror and pain are no longer a port of their experience.
The great, sweeping blows of a hocking weapon can be useful
against these creatures, while their watery nature is likely to
dampen the effect of Fire-based magi cs and enhance
Lightning-based magics.
Earthbile
The Dark Slog corrupts the earth itself to
produce this rancid incarnation of the ele
.-
ment of Eorth. Eorthbile attacks by hurling
globes of rock ol'd Or acid-like ooze capa
ble of poisoning its victim, ond in close quarters launches O
spitting attock. Though risky, O qui ck way to dispatch
Earthbile is with O well-honed battle axe.
Fungus Man
These creatures l urk in the forests of
Tempest. Created by the power of the
Dark Sl og, the Fungus Man i s a fused
nightmare of human flesh, fungi, and vari
ous pieces of forest debriS.
In combat, these creatures lash out with
wooden claws. The bottle axe and sword are known to be
effective weapOl's ogainst the Fungus Man, while the spear
crossbow, and throwing knives prove less useful.
Hagborn
These halfserpent, halFhuman creatures
have l urked i n the deep underground
regions of Tempest for as l ong as the
inhabitants of Tempest have recorded his
tory. Though not inherently evil, they do
attock anyone or anything intruding into
their lairs.
In combat, Hagborns hurl deadly spheres of lightning and
D
prove resistant to any Lightning-based magic used against
them.
Ice Worm
Monsters immune to the magics of Wil1d and
Water, impervious to cold, the nature of the
Ice Worm is to burrow deep. Though huge in
size, they are most often found tI the lower
levels of dungeon.
In combat, the Ice Worm lunges forward,
attempting to inflict damage with its razor
sharp fangs. Spells from the discipline of Fire
and the use of thrusting weapons can be used against the
Ice Worm to good effect.
Infernol Bones
Although Infernal 80l1es toke the shope of
skeletol1s, they are comprised entirely of the
element of Fire. Because of thei r nature,
these creatures prove immune to Fire-based
magic. These apparitions are not natural to
Tempest, but are summoned into being by
forces loyal to the Warlord and empowered
by the evil of the Dark Slag.
When encountered, Infernal BOl1es are known to summon
flaming swords and shields for their use in bottle, as if
drawing them out of the very air.
Jester
Reflections of the Warlord's warped sense of
humor, the Jester woul d seem a whimsical
creature were it not capable of wielding magi
cal attacks that can take a man's life in an
instant. In combat, the Jester juggles flaming
skulls, launching them at its opponents.
56
Juggernaut
These monstrous forges of stone ol"ld fire
do not move, yet whot they lock in mobility,
they more than make up for in their monu
mental strength ond resistance to ottock.
J is rumored among the forces of Tempest
thot Juggernauts were once used to receive
" sacrifices, perhaps even humon sacrifice.
Now they ore used by the Warlord to block
the movement of scouts and even whole armies.
In combat, the Juggernaut loshes out ot its opponent with
a dangerous tongue of fire. Spells whose effects depend
upon damaging a living target (such as Bone's Boiling Blood)
hove little or no effect ogoinst Juggernauts. Direct physicol
attocks, especially with hocking weapons con produce on
effective result.
Lurking Cia .. ^
A creature of the wotery depths, the
Lurking Cl ow is soid to be imperVIous to
most Wil"'d and Water based spells, yet by
its l"ature has few defenses against Earth
based spells.
In combat, the Lurking Clow snaps out at
its opponent with two of the great claws
from which it tokes its nome, while its hord
shell easily blunts the effects of ony bladed weapon used
agaInst it.
Lurking Stench
This creature is often found in the City of
the Dead, where the fal l en l i tter the
ground. The Lurking Stench is yet another
abomination created by the power of the
57
Dark Slog. Striking fear into the hearts of the enemy, the
Dark Slag brings to life the stench and disease surrounding
a rotting corpse, allowing It to toke on the form of the sol
dier from which it arose.
In combat, the Lurking Stench makes a sword attack. The
creature proves susceptible to a return attack of the some
sort and a powerful spell is not wasted in trying to destroy
the beast.
Messengers
~
The primary task of the Messenger IS
to relay Information, especially battle
orders, from the Warl ord to hi s
armies I n the field. Sometimes they
are known to carry spel l scrol l s,
delivering powerful magics to the lead
elements of the Horde. Though quick
and agile, the fighting ability of the Messenger is not to be
underestimated, for they are tough and well-seasoned bottle
veterans.
In combat, the Messenger fights with a staff and proves
quite adept in the deadly use of such a light weapon.
Minervan Harpy
An ow Hike flying creature, the harpy
I5 legendary In its ability to guard
sacred templ es. I n combat, It
'
:
maneuvers easily within the confines
of a dungeon and attacks with its
razored tal ons. Harpys oct as
guardians of the Temple of the Moon
and fiercely defend the mysterious and divine Oracle.
58
Mirelurk
Mirelurks belong to one of the evil races
of Tempest and needed little persuading
to Join the forces of the Warlord. As a
race, they support the Warlord's pion for
conquest, though stories ore told about
o small number of these lizard-men who
hove devoted themselves to promoting
justice and the woys of good.
They ore most often encountered in combat wielding swords.
Murk Elemental
The Murk El emental is a rare type of
Water Elemental found only in swamps,
and especially in that dark and ominous
regi on of Tempest known as the
Quagmire. Taking on the vogue form of a
human femole, it attocks by loshing out
Uith its shapeless appendages.
Because of its nature, physicol weapons do not prove nearly
as effective against a murk elemental as does any type of
magic. However, of the magics, Fire-based is the least useful.
Packrat
}.. While the Packrat offers little physical
.
danger, it threatens adventurers because
.J ^ _
of as propensity for theft. Known to
steal supplies, weapons, and any object
\'1 ;
that catches its fancy, the Pckrat then
....
teleports to a lair where it can deposit

I ts i l l -gotten goods. Many travel ers


across Tempest have been delayed blJ the need to find a
Packrat's lair and retrieve their missing supplies.
59
In combot, the Pockrot employs O clowlng ond SWiping
ottock designed to ocq"ure ony Items corrled by Its oppo
nent. Though no odventurer hos recorded O cleor reoson for
It, the Pckrot is soid to be Immune to the spell Shockles of
Ice.
Quivering Pool
The QUivering Pool stretches out
ocross the dungeon floor O pool
of melted flesh creoted by the
powers of the Dork Slog. Like
ever'd mon,festot,on of the Dork Slog's power the one ol"d
only purpose of the QUivering Pool is to old the Worlord's
armies in their destruction of Tempest, which it COI best
occomplish by gushing from the floor to ottock ony u"war4
scouts of Tempest looking for a weakness in the enemy line.
In combot, the QUivering Pool attacks b4 unsheothlng the
remOlns of O bone from Its flesh and uSing It os O blunt,
striking weopon.
Slog Rider
Shunned b4 mon4 of the human roces of
Tempest, the Sl ogs reSi de i n remote
londs. Dork ond onimol-IIke, lorge num
bers of these creatures hove roilled to
the coli of the Warlord. Skilled covolr4,
they ore put to good use by the Worlord
os scouts ond shock troops.
In com bot, Sl ogs ri de sovage, sober
toothed wolves bred for bottle. Agolnst
covolriJ, the only hope of the worrior on
the
ics.
ground I> to use crossbows, speors, and powerful mog-
60
Slither Fist -
A direct result of the Dark Slog's power, the
Slither Fist exists only because of thot evil
gift's ability to unmake and warp the ele
mel"ts. They ore not magical, however, and
attock with knives ,n hondo Slither Fists con
generally be found in forests and underground areas.
The ogility of the Slither Fist makes It O poor torget for
ranged and thrusting weapons.
Swarm Maiden
Mosses of swarming insects, these creo
tures get their nome by assuming the form
of a human female. In thiS shope, they con
use various forms of elemental magIc ol"d
ore capable of hurling bolls of swarming
insects ot their opponents. Swarm Maidens
possess a weakness to attocks based il" the
elemental magics of Wind and Fire.
Sword Thone
Thanes provide the heart and backbone of g
the Warlord's army, and can be thought of as
hi s el i te guard. They are often found as
guards of specific sites, posted as a rear
guard, or in areas where the Warlord wonts
assurance that neither enemy scouts nor
patrols will break through the fl ank of his
moving Horde.
61
Thunder Demon
Summoned from the el emental pl one of
lightning, Thunder Demon aUocks by hurling
spells from the elemental discipline of lightning
ot its foes. Because of its nature, lightning-
"
bosed spells ore less effective ogoinst this
,
creature.

Tormented Soul
A creation of the Dork SI09, the Tormented
Soul is the spirit of a victim slain by the Horde
but prevented from rejoining the Void. In being
bound to T0mp0st by evil, such souls become
the puppets of the Wartord. Because of their
Zethereol stote, they hove on assortment of
magi cal resistances and prove i mmune to
weapons forged of nor mol steel.
The ghostly nature of the Tormented Soul makes it slightly
more susceptible to magical aUocks than to 0 direct assault
with physico weapons.
Void Monk
Void Monks are special and powerful creatures.
They are beings of the Void, summoned to
!0r05 as assassins. Quick and powerful, they
have a number of spells at their disposal. As
agents of the Warlord, their cruel attention
has but one purpose now, to destroy those
champions out to steal away the power of the
Warlord ..
In combat, the Void Monk aUacks with a leaping kick, dis
playing its amazing agility. Known to be resistant to magic,
the Void Monk's assault is best met with direct action.
62
Will-O-Wisp
Known to i nhabi t the area of
Tempest known as the Quagmi re,
these creatures attock by releasing a
fiery flore thot swings toward its
target. If approached the Will-o-Wisp usually attempts to
retreat, stopping only when Its pursuer stops, then to COn
tinue its own assault.
Wither Priest
These henchmen of the Warlord ore
renowl1ed for their mag.cal abilities
and greatl y feared by the forces
defel1ding Tempest. In touch with the
elemental forces of the universe, they
hove used their noturol abilities to
oi d the dark forces in their escape
from Desolation, and once across the Scar, to help destroy
the green and fertile lands of Tempest.
Wyvern --
Magical in nature, the Wyvern is a
small ftying dragon which breathes a
greeni sh torrent of fl ame at i ts
opponents. As might be eKpected in
combati ng a dragon of any sort,
spells from the elemental diScipline of
Fire have tittle effect ogaiost th, <
creature.
63
IndeH Of Spells
O
P.
lSl CrC LtrCOrS
'M
LCrOS LCtltr@ LlCCC M<
LlOSSOC OCO C mOCltr@ CLrCS HU
LCrCO LCr 1lO 1CrOS C trC '1
lO LCrH LlCCH C1 lCCCU "L
LOCCl@ CrOS C LCr1lOr hC1 M
l rO mCOr
M"
lCtr1Ctr C CCrCltr@ NCCrS M<
LlCS1l@ mCUl C1 Cr1Cl lr@LtSl M'1
LrCrt1O CrC C OtOrOC Htr M
mOCwOrlt_ OrC C LrSOOr lr1ISCrS M
mOt@l1OrOC llOSl C 1rOr@1l CrC mCl O M <
1rCr lS1 C LlCCS M
LCL@ltr@ HLll C lLrCOrCLS t@l1 M
hC@O C lCl l Or mOrCOS '`
hOlOC1CrS C1 1lO LCHO M'
ht1LCl C LrtCHtr@
M`
hCCrIr@ LClttr C Lt@l1rtr@ C '1 V
lCCHlOS C CO '1'
lrCLCOC LCl O C ~Or@OLl trCS M
CLl LrH "L
lO 1rOr@1l C t1CrS M`
LrlCl@ LCrlC@rC1tCr MM
NCt:rtC tS1 C rrC1O OCHrOSS M<

P.O. Box 43O2, Hollywood, CA 9OO7


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Monday throughFriday at (818) 889-565O
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